NPCs & Enemies New Launchers in Pre HM and HM, and other changes

LisanPaez05

Terrarian
REWORKING POST

"Sharp Things Thrower
Shoots between 3 and 5 Spiky Balls every shot

Can use Spiky Balls as ammo

Science has discover that is more effective hurt enemies at distance rather than melee"

This can't has any modifier

Sold by Goblin Tinkerer for 8 Gold

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Pixel Art made with DALL-E AI's image generator

"Beeper
38 Range Damage
4% Crit Chance
Slow Speed (45 Use time)
Strong Knockback (8 Knockback)
12 Velocity

Only uses Beenades as ammo

Yo, Wasp Up, bro?"

18 x Bee Wax
1 x Illegal Parts
6 x Bee Hive
@ Honey Dispenser

It's projectiles look like the Honey Rockets, but with Black strings
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Beeper Rocket Projectile moves at a velocity of 12 no matter what, the projectile uses Global I Frames

"Slime Launcher
60 Range Damage
4% Crit Chance
Extremely Slow Speed (50 Use Time)
Average Knockback (6 Knockback)

Uses Sparkle Slime Ballons as ammo"

The Slime Launcher's projectiles can bounce 3 times. With each bounce loses 15 range damage, gains 2 velocity, auto aiming against enemies, and became smaller. After bounce 3 times or hit a block it breaks.

It's drop by Queen Slime with a 10% chance

"William
22 Range Damages
4% Crit
Average Speed (28 Use time)
Weak Knockback (5.5 Knockback)

Uses Bomb Fishes as ammo

Lock Up William"

Bomb Fishes used as ammo with this weapon will not use any of their stats (would be insanely broken other wise)

William can be fished rarely in Pre HM Ocean, Pre Boss

"Mjolnir
45 Range Damage
4% Crit Chance
Average Speed (30 Use Time)
Average Knockback (6.5 Knockback)
8 Velocity

Turns Ammo into Shinning Rockets

It's Hammer Time!"

25 x Hallowed Bars
25 x Souls of Fright
@ Mithril/Orichalcum Anvil

Shinning Rockets has the same damage as the ammo used, but moves always at a velocity of 8 no matter what

On impact, Shinning Rocket creates a "Shinning Light" projectile what stasis in place for 5 seconds dealing 15 dmg per second against all enemies in a 6 tiles diameter from the center of the Projectile. There can be only 3 Shinning Light Projectile at the same time, if a 4th is created, the 1st is turn off. Also uses Local I Frames

It's looks like a little shiny ball of light

Some Consumable weapons now can ALSO be used as Launcher Ammo, with some limitations

Beenades now can be used as Beeper's ammo

Spiky Balls can be used as Sharp Things Thrower's ammo

Sparkle Slime Ballons can be used as Water Ballons Launcher's Ammo

Bomb Fish can be used as William's ammo, but will not any of its stats

Grenades can be used as general Launcher Ammo with Half its damage (30 damage), Rocket I does 40 damage

Grenades used as ammo with the Grenade Launcher deals 15 more damage

Proximity Mines used as ammo with the Proximity Mines Launcher deals 15 more damage

Happy Grenades can be used as Celebration MK I's and Celebration MK II's Ammo increasing the Happy Grenades damage by 30 (basically, double damage)


1st Edit: Post's Rework announce
2nd Edit: Beeper Launchers added
3rd Edit: Changed the Thread's name to "New Launchers in Pre HM and HM, and other changes"
4th Edit: Mjolnir Launcher added
5th Edit: Consumable Weapons as Ammo's section added, and 3 Launchers concept added
6th: William and Sharp Things Thrower added
7th: Slime Launcher added and Granade Launcher's Rework eliminated
 

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The weak point of this is the Skeleton Commando
 
No support

It just needs more launchers during mech, not a progression switch. Also, I don’t understand why somethings intended for post-plantera (specifically, skeleton commando) is getting thrown to during mech. Also, the steampunker is fine where she is.

However, this does bring light to the fact we need more launchers in places like during mech.
 
I'm gonna rework all this post, my plan is:
- Granades, Beenades, Sparkle Slime Ballons, Bomb Fishes, Happy Granades, and Spiky Balls now can be used as Launcher Ammo in some weapons as substitutes of "Real" Launcher Ammo

- New Launchers Weapon, the "Stinger", thinking of make it a Rare Queen Bee drop, or the replacement of the Granade Launcher in Plantera's Drop

- Make the Launchers' progression starts en early HM
 
No support

It just needs more launchers during mech, not a progression switch. Also, I don’t understand why somethings intended for post-plantera (specifically, skeleton commando) is getting thrown to during mech. Also, the steampunker is fine where she is.

However, this does bring light to the fact we need more launchers in places like during mech.
Yes, you are right, I see what I'll do with

I'm gonna take some inspiration from others games, or thinking what to do

Now just pup up the idea of a Mech Launchers
 
Thinking of adding this little fella as a Desert Launcher
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Its English Wikipedia page does not says too much, but in Spanish

"llevan el nombre común de escarabajos bombarderos porque usan una defensa química que produce pequeñas explosiones"

"Have the common name of Bombardier Scarab because they use chemical reactions to produce small explosions"
 
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